diff --git a/Laptop/IMP Character Trait.h b/Laptop/IMP Character Trait.h index c1f4a261..06ed9747 100644 --- a/Laptop/IMP Character Trait.h +++ b/Laptop/IMP Character Trait.h @@ -10,7 +10,4 @@ void HandleIMPCharacterTrait( void ); INT8 iChosenCharacterTrait(); -STR16 gzIMPCharacterTraitText[]; -STR16 gzIMPAttitudesText[]; - #endif diff --git a/Strategic/Assignments.cpp b/Strategic/Assignments.cpp index 48a487d5..b8f23b84 100644 --- a/Strategic/Assignments.cpp +++ b/Strategic/Assignments.cpp @@ -2192,7 +2192,7 @@ BOOLEAN CanCharacterSleep( SOLDIERTYPE *pSoldier, BOOLEAN fExplainWhyNot ) } // on surface, and enemies are in the sector - if( ( pSoldier->bSectorZ == 0 ) && ( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) > 0 ) ) + if ( (pSoldier->bSectorZ == 0) && (NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) > 0) ) { if( fExplainWhyNot ) { @@ -2445,7 +2445,7 @@ BOOLEAN CanCharacterSpreadPropaganda( SOLDIERTYPE *pSoldier ) { return( FALSE ); } - if( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) ) + if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM) ) { return( FALSE ); } @@ -2475,7 +2475,7 @@ BOOLEAN CanCharacterGatherInformation( SOLDIERTYPE *pSoldier ) { return( FALSE ); } - if( NumEnemiesInAnySector( pSoldier->sSectorX, pSoldier->sSectorY, pSoldier->bSectorZ ) ) + if ( NumNonPlayerTeamMembersInSector( pSoldier->sSectorX, pSoldier->sSectorY, ENEMY_TEAM ) ) { return( FALSE ); } diff --git a/Strategic/Map Screen Interface.cpp b/Strategic/Map Screen Interface.cpp index ceff0c12..2c579258 100644 --- a/Strategic/Map Screen Interface.cpp +++ b/Strategic/Map Screen Interface.cpp @@ -5766,7 +5766,7 @@ BOOLEAN HandleTimeCompressWithTeamJackedInAndGearedToGo( void ) //Setup variables in the PBI for this first battle. We need to support the //non-persistant PBI in case the user goes to mapscreen. // HEADROCK HAM 3.5: Arrival sector externalized. Fix for entering non-hostile sector/ - if ( NumEnemiesInAnySector( gubPBSectorX, gubPBSectorY, 0 ) > 0 ) + if ( NumNonPlayerTeamMembersInSector( gubPBSectorX, gubPBSectorY, ENEMY_TEAM ) > 0 ) { gfBlitBattleSectorLocator = TRUE; gubEnemyEncounterCode = ENTERING_ENEMY_SECTOR_CODE; diff --git a/Strategic/Queen Command.cpp b/Strategic/Queen Command.cpp index 9f9e7303..0ed68e53 100644 --- a/Strategic/Queen Command.cpp +++ b/Strategic/Queen Command.cpp @@ -268,6 +268,10 @@ UINT8 NumNonPlayerTeamMembersInSector( INT16 sSectorX, INT16 sSectorY, UINT8 ubT { ubNumTroops = (UINT8)(pSector->ubNumberOfCivsAtLevel[0] + pSector->ubNumberOfCivsAtLevel[1] + pSector->ubNumberOfCivsAtLevel[2]); } + else if ( ubTeam == CREATURE_TEAM ) + { + ubNumTroops = pSector->ubNumCreatures; + } pGroup = gpGroupList; while( pGroup )